A few months back I posted a video with a truck running over about 50 physics-based goblins. Well @nickydooodles2 and I have been hard at work taking that to the next level
Here's 50,000 goblins, with collisions and full physics, bursting into bazillions of bits based on how hard they crash into stuff
Niagara Data Channels, vertex animations and some HLSL magic have totally made this possible - I can see so much potential with a horde that can pile up on itself and form giant shapes
You can also play in 3rd person or classic top-down, which I think is pretty neat
Wishlist There Are Millions of Goblins on Steam! store.steampowered.com/app/4…#gamedev#indiedev#indiegame#indiegames#gaming
A little footage of recent work on our indie game 'There Are Millions of Goblins'
I've spent a bit of time this week working on our game director. We now have different ways to bring enemies into the field.
I particularly like spawning the physics horde in concentrated mini-hordes. As you maneuver around them, they coalesce into even larger piles that are super fun to blow up, or smash through with the mace. Like a sort of... deadly goblin shepherd.
More enemy variety, upgrades, weapon mods to come.
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Our indie game 'There Are Millions of Goblins' now has enemy vehicles!
They use the same underlying system for traction and suspension as the player, which makes them extra fun to hit with the physics mace.
Having enemies with extra mobility feels great among the slowly advancing horde. Very excited to give these guys weapons too.
Crossing over even more into the classic vehicle combat genre feels great, and kind of retro. Twisted Metal meets Carmageddon meets Vampire Survivors.
What other vehicles should we add?
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I have it on good authority that more guns = more funs
In 'There Are Millions of Goblins' I've finally set up multiple hard-points on @nickydooodles2 beautifully crafted vehicles.
This is a first test with a couple of gatling guns, and I anticipate this will get exponentially sillier as we add more weapons.
I also now have projectiles working outside of the particle system; so some of these shells will ricochet, bounce and be effected by gravity. Unlocks lots of potential upgrades for bouncy bullets or homing rounds!
I'm also really sorry about this video.
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Two indie devs are making a game where performance is measured in 'Goblins Per Second' instead of FPS.
- 1 vehicle vs millions of goblins
- 100% physics-based combat
- Twisted Metal vibes
It's called There Are Millions of Goblins. Would you play this?
UE5 particle physics goblin hordes = mayhem.
So we made a Wormhole Gun.
Right now it pulls enemies into a spiraling collision nightmare.
Explosive barrels aren’t hooked up yet… but that's next.
This might be more broken than the flamethrower.
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Tens of thousands of physics-based enemies, now running on Steam Deck, in our indie game There Are Millions of Goblins.
Using the 3D Neighbor grid setup for inter-particle collisions, I realised I'm able to detect the concentration of enemies at any given location. Turns out I could increase gpu performance by about 300%, by not rendering any goblins that are obscured by a horde layer above them.
Still work to be done. We can make it even better - but this is an exciting step, and hopefully encouraging for players that worry their hardware couldn't handle it!
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Some old dev footage from our indie game, There Are Millions of Goblins. Testing out moving colliders inside the horde particle simulation, with tens of thousands of enemies.
I think this might have been the moment we thought "oh... this could be a thing".
You can really see the fluid like quality of the goblins here. Feels like there's lots of fun emergent gameplay to be found with interesting obstacles, perhaps weapon emplacements and traps.
Forever impressed by what @UnrealEngine and Niagara is capable of.
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There's a game coming out called "There Are Millions of Goblins" that live simulates over 50,000 goblins, all at once!
They all seem to have ragdolls as well, always love to see games that push physics to the limits, worth keeping an eye on this!
There Are Millions of Goblins is an upcoming indie game that simulates up to 50,000 goblins.
Players drive vehicles to fight massive hordes of goblins in roguelite runs.
Described as Twisted Metal meets 3D Vampire Survivors.
We’ve come a long way from 16-bit sprites
- Twisted Metal nostalgia meets 3D Vampire Survivors
- Enemies stack into massive towers to find your car
- Can simulate 50,000 physics entities simultaneously
It's called "There Are Millions of Goblins"
These indie devs are making a game where you run over Millions of Goblins
- 50,000 goblins are simulated all at once
- Delete 1,000 enemies in a single blast
- Twisted Metal meets 3D Vampire Survivors
Called There Are Millions of Goblins
Check out There Are Millions of Goblins, an upcoming physics-based action game that challenges players to fight hordes of the creatures.
Wishlist: 80.lv/articles/fight-hordes-…@goblintown
New trailer for indie game 'There Are Millions of Goblins' 🎮
• 50K goblins are simulated all at once
• Players drive vehicles and can defeat 1K enemies in a single blast
• Twisted Metal meets 3D Vampire Survivors
• Made by two devs
Coming soon to Steam
A little in development gameplay from There Are Millions Of Goblins.
Building out our workflow for adding new enemy traits to the physics horde, and also working on some player feedback and hit reactions!
Who likes damage numbers?
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